Zilkia Industries ZI-SCP-02 “Scorpion Steed” Scorpion Walker:

Zilkia Industries was founded by a Kittani weapons engineer named Ki-Tarn
Zilkia. With his company begun in the city of Tolkeen, he started his company
with the manufacture of standard Kittani weapons and power armors. One
of these was the K-Universal power armors which was one of his largest
selling designs. He also manufactured a number of Triax based designs.
The company is believed to have strong ties with Metalworks Industries
even though they are competitors for some of the same market share. The
company has several of Ki-Tarn's family members employed in various positions
as well as the company being a haven for Kittani who have escaped Atlantis
and become disaffected with the Splugorth. Still, the vast majority of
employees are humans. Zilkia Industries produces several designs which
appear to use spiders as the basis for the designs including the
“Battle Spider.” robot and the “Spider Centaur” power armor.

The “Spider Centaur” power armor fills a similar role to the Kittani
Equestrian power armor. The pilot sits in a separate set of light power
armor, basically a Manling power armor, fitted into the spider like body
in a similar manner to a centaur. It can detach at pilots command or if
the spider section of the power armor is destroyed. There is a special
detonation system to leave the spider body unsalvageable in the latter
case. While Ki-Tarn knows about the Kittani Centipede power armor but he
considers the design to be ungainly and not a truly efficient design. Some
of the systems of the “Spider Centaur” appear to be pulled from those of
the Equestrian including the fusion power supply. The eight legs stick
out to the sides which gives the power armor excellent stability and can
climb over some of the roughest terrain. The design also has a much lower
profile than the Equestrian power armor. Up to two legs on a side can be
destroyed without the design losing stability. Top speed is slightly less
than the Equestrian with a top speed of around two hundred kilometers per
hour. Like the Equestrian power armor, the “Spider Centaur” has the ability
to leap long distances including using thrusters to increase the distance
of the leap. The thrusters are not powerful enough to enable the armor
to fly.

Unlike the “Battle Spider” robot, the “Spider Centaur” power armor is
designed with the ability to operate in close quarters combat. Because
of this, the armor is heavily protected with even greater armor on the
spider part of the armor than the Equestrian design. The humanoid portion
is basically the same suit, other than some styling differences, to the
one mounted in the Equestrian design and is equally armored. The“Spider Centaur” was developed with the idea of being able to mount a robot class
heavy force field generator in the spider section of the power armor, increasing
the amount of damage which the design can absorb. While the feature is
optional, most customers chose the option to increase the damage which
the armor is able to survive. A lighter force field generator can be mounted
in the humanoid portion of the armor but is less commonly mounted. While
the heavy robot force field protects both the humanoid and the spider portion
of the armor, the lighter force field in the humanoid portion of the power
armor only operates when detached from the spider portion of the design.

Compared to the Equestrian power armor, virtually a completely different
weapon array is carried. In general, weapon systems carried are far lighter
than those they replace. Instead of the Kittani heavy rail gun, a pair
of Triax rail guns similar to what the Triax Ulti-Max carries. The standard
laser mounted is replaced by a more powerful pulse laser unit which is
variable frequency and is basically identical to the TX-41 pulse laser.
One of these is mounted on each shoulder of the power armor and both weapons
can fire together although only the pulse lasers or the rail guns can fire
simultaneously not all four weapon mounts at the same time. Special discarding
sabot ammunition is available to increase the damage of the rail guns.
The armor carries four times as many mini-missiles as the Equestrian power
armor. On the flanks of the spider portion of the armor, a mini-missile
launcher is mounted with a payload of twelve mini-missiles each for a total
payload of twenty-four mini-missiles. With the force field and the increased
missile payload, it is most likely that there was no perceived need for
the missile shield and the energy lance, while long ranged, does not pack
the punch of many energy rifles. The humanoid portion of the power armor
is modified from the standard Manling design with a pair of mini-missile
launchers which are mounted on each forearm of the power armor. Mounts
are similar to those mounted on the SAMAS power armor and have two mini-missiles
each. A wide variety of hand held energy rifles and energy pistols can
be carried by the power armor to augment the built in weapon systems.

Using a standard Equestrian power armor, Ki-Tarn tested if a Glitter
Boy boom gun could be carried and fired. Due to the much greater stability
of four legs, the heavy weapon could be fired without any sort of ground
anchoring system. The “Spider Centaur” is even more stable with its eight
legs and it was decided that a model of the armor would be adapted to carry
the Boom Gun. There are some adaptions done to the humanoid portion of
the armor to fit the weapon system and the main ammo drum is mounted behind
where the pilot sits. All weapon systems mounted in the spider portion
of the body are retained. This version has been nicknamed by their crews
as the “Boom” spider. While part of the humanoid section, the boom gun
cannot be fired if not attached to the larger “spider” section of the armor.

Notes:[1] When attached to “Spider” Body, the legs are completely concealed
and cannot be targeted.
[2] Destroying the head of the power armor will eliminate all forms
of optical enhancement and sensory systems. The pilot must now rely on
his own human vision and senses. No power armor combat bonuses to strike,
parry, and dodge! Note: The head is a small and difficult target
to hit (shielded by exhaust tube, and shoulder plating).
Thus, it can only be hit when a character makes a called shot,
and even then, the attacker is -4 to strike.
[3] Depleting the M.D.C. of the main body will shut the armor down
completely, making it useless.
[4] The destruction of a up to two legs on a side will not cause the
design to be unbalanced and the battle spider will still be able to move.
Speed is reduced by 10% per leg destroyed.
[5] These are small and difficult targets to strike, requiring the
attacker to make a “called shot;” but even then the attacker is -4 to strike.
[6] Destroying the sensor cluster of the spider part of the power armor
will eliminate all forms of optical enhancement and sensory systems. The
pilot must now rely on his own human vision and sensors built into the
"Humanoid" portion of the power armor. Note: The sensor cluster
is a comparatively small and difficult target to hit. Thus, it can only
be hit when a character makes a called shot and even then, the attacker
is -2 to strike.
[7] If the main body of the spider is destroyed, the big guns are also
destroyed, but the armored humanoid warrior can step out and continue to
fight on foot. A few moments later, an internal explosive mechanism destroys
all traces of the robot horse.
[8] The force fields will stop energy attacks and fast moving objects.
Slow moving objects can pass through. The force field regenerates one (1) M.D.C. per melee round
unless overloaded and then cannot be activated for 12 hours if overloaded.
The force field pulls its power off of the power plant. Note: Force field
on humanoid armor will only protect when not attached to “Spider” body

Speed:Running:Spider Body: 124.3 mph (200 kph) maximum. Note that the act
of running does NOT tire the robot's operator in the least.
Humanoid Section: When detached from spider section, 39.8 mph
(64 km) maximum. Exertion is reduced to 20% of the usual fatigue rate.
Leaping:Spider Body: A standing still leap is 40 feet (12.2 m) up or
lengthwise, a running leap can reach about 60 feet (18.3 m) in height or
120 feet (36.6 m) in length, while a thrust assisted leap can help the
unit leap 200 feet (61 m) in length
Humanoid Section: Leaps of up to 20 feet (6 m) up or across
are possible.
Flying:Spider Body: Not possible! The rear thruster and under belly
thruster are provided to add stability, balance, and minimal thrust in
space or underwater.
Humanoid Section: Flying: Limited flight is possible with the
addition of a jet pack. Same conditions and limitation as the K-Universal
power armor.
Underwater: It can walk along the bottom of the sea floor at
25% of maximum speed and has a maximum Ocean depth of 1 mile (1.6 km).
With thrusters, Spider Body can travel at speeds up to 46.0 mph
(40 knots / 74.1 kph) underwater.
Maximum Effective Range: Limited only by the pilot’s endurance. Emergency food
and air supply will keep the pilot and gunner alive for two week.

Statistical Data:Height:Spider Body: 5.9 feet (1.8 meters) at the "shoulders",
about 12.8 feet (3.9 meters) from the ground to the top of the pilot’s
head, Humanoid Section: 7 feet (2.1 meters)
Width:Spider Body: 9.2 feet (2.8 meters) main body with
weapon turrets, Legs extend out for 14.8 feet (4.5 meters) on either side.
Humanoid
Section: 4.9 feet (1.5 meters)
Length:Spider Body: 18 feet (5.5 meters), Humanoid
Section: 3.3 feet (1.0 meters)
Weight:Spider Body: 3.3 tons (3 metric tons), Humanoid
Section: 450 lbs (204.1 kg)
Physical Strength:Spider Body: Equal to a P.S. 60, Humanoid
Section: Equal to a P.S. 46
Cargo:Spider Body: Small area for the pilot’s personal
items, as well as a weapon bin that has room for one rifle, one pistol,
canteen and food rations (4 week supply). A two gallon water cooler is
built into the unit as well.
Power System:Spider Body: Nuclear, average energy life
is 20 years, Humanoid Section: Nuclear, average energy life is 20
years.
Black Market Price: The complete power armor, both spider and
humanoid sections, costs 35 million credits. The humanoid portion of the
armor sells for 10 million. Robot Force field generator costs an additional
2.5 million credits and power armor force field costs 250,000 credits.
Boom Gun costs an additional 10 million credits

Weapon Systems:

Combination Rail Gun / Pulse Lasers (2):Spider Body.
One is mounted on each side of the spider part of the power armor under
where humanoid portion is joined. Rail gun is basically the same model
(VX-180) which is mounted in the Triax Ulti-Max power armor although the
weapon has been stylistically changed. There is both standard ammunition
and special discarding sabot ammunition available for the rail gun. Over
the rail gun is mounted a pulse laser which is derived from the TX-41 pulse
laser. The laser retains the variable frequency setting and the ability
to fire bursts. The weapon has 12 different possible frequencies to counter
laser resistant armor. Setting seven counters USA-10 Glitter Boy and all other
setting are designed to counter other laser resistant materials. Both rail
guns or both lasers can be fired simultaneously but firing all four weapons
draws too much energy to be fired simultaneously. The weapon systems have
their own laser targeting and radar tracking system built into the weapon
itself. Laser targeting system has a range of 6000 feet (1828 meters).
Maximum Effective Range: Rail Gun: 6000 feet (1828.8
meters),
Pulse Laser: 4,000 feet (1,200 meters).
Mega Damage: Rail Gun: A burst is 40 rounds and inflicts
1D6x10 (Both cannons combined inflict 2D6x10), can only fire bursts. With
APFSDS Ammo, a 40 round burst inflicts 2D4x10 (Both cannons combined inflict
4D4x10) Pulse Laser: 3D6 for single shot and 1D6x10 for three round
burst (Both lasers combined inflict 2D6x10 for a six round burst.)
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6).
Payload: Rail Gun: 4,000 round burst (100 bursts) each,
Pulse
Laser: Unlimited (Draws Power off the main engines)

Flank Mini-Missile Systems (2):Spider Body. Mounted
on each of the flanks of the spider part of the power armor are high capacity
mini-missile launchers. Mini-missile launchers retract when not in use.
Each launcher carries twelve mini-missiles for twenty-four total.
Missile Type: Any mini-missile can be used, but standard issue
is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will
be used for anti-personnel operations.
Maximum Effective Range: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Mega-Damage: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or six (6) missiles.
Payload: Twelve each launcher for twenty-four total.

Forearm Mini-Missile Systems (2):Humanoid Section.
Each of the forearms carries two small mini-missile launchers for a total
of four mini-missiles. Like previous weapon systems, the missiles are launched
by voice command or by hidden firing studs in the forearm.
Missile Type: Any mini-missile can be used, but standard issue
is armor piercing (1D4x10 M.D.) or plasma (1D6x10). Fragmentation will
be used for anti-personnel operations.
Maximum Effective Range: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Mega-Damage: Varies with mini-missile type (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2) missiles.
Payload: Two each Forearm for four total.

RG-14 Rapid Acceleration Electromagnetic Rail Gun - Optional
(1): Optional weapon system with weapon carried by humanoid section
and ammunition carried on the spider body behind the humanoid body. The
famous “Boom Gun” is a unique rail gun that can accelerates a 60 mm round
to hyper velocities. The weapon is one the most powerful Pre-Rifts weapon
to survive the Time of Rifts. The weapon is attached to the back and right
shoulder of the armor. When not in use, the gun is flipped back and stored
in a upward position. Unlike the Glitter Boy, the Spider Centaur armor
does not need to anchor itself before firing. Common rounds include flechette
rounds and solid slug rounds and high explosive and other rounds are also
available. Extended range rounds are also available. Standard ammunition
carrier can be mounted as well as most accessories available for the boom
gun.
Maximum Effective Range: By Boom Gun Round Type (See Boom Gun
Rounds). Flechette Rounds have a direct fire range of 11,000 feet
(3,352.8 meters). Solid Projectiles have a direct fire range of
12,500 feet (3,810 meters) and indirect fire range of 22,000 feet (6,705.6
meters).
Mega Damage: Flechette Rounds: 3D6x10 (Has +2 to strike
fast moving targets) Solid Slug: 3D6x10+30 (optional rule is that
cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.)
Several other types of rounds are also available (See Boom Gun Rounds).
Rate of Fire: Equal to number of combined hand to hand attacks
(usually 4-6).
Payload: 100 rounds (Standard Magazine), 80 rounds - 40
each magazine (Twin Magazine), Can also use a 4 round mini-magazine
mounted to the weapon system itself.

Energy Rifles: The "Humanoid Section" of the Spider Centaur
armor is small enough that it can use any of the standard infantry weapons
from pistols and vibro-blades to rifles. Can be slung on the belt on a
utility belt or strapped to the power armor's leg. Space limitation usually
limits the number of weapons to one pistol / rifle.

Hand to Hand Combat: Rather than use a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite Power Armor
Combat Training on page 45 of the Rifts RPG for combat bonuses.
Spider Body: